Difference between revisions of "Bluffing"
(→Relations) |
(→Relations) |
||
Line 35: | Line 35: | ||
== Relations == | == Relations == | ||
− | |||
− | |||
− | |||
− | |||
[[Battlestar Galactica: The Board Game]] | [[Battlestar Galactica: The Board Game]] | ||
− | [[ | + | [[Trading]] |
− | [[ | + | [[Emotional Engrossment]], |
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
Potentially conflicting with: [[Luck]] | Potentially conflicting with: [[Luck]] | ||
=== Can Instantiate === | === Can Instantiate === | ||
− | [[Risk/Reward]] | + | [[Risk/Reward]], |
+ | [[Social Skills]], | ||
+ | [[Social Roles]], | ||
+ | [[Tension]] | ||
=== Can Modulate === | === Can Modulate === | ||
Line 62: | Line 51: | ||
[[Bidding]], | [[Bidding]], | ||
[[Social Interaction]], | [[Social Interaction]], | ||
− | |||
=== Can Be Instantiated By === | === Can Be Instantiated By === | ||
[[Asymmetric Information]], | [[Asymmetric Information]], | ||
+ | [[Beat the Leader]], | ||
+ | [[Betrayal]], | ||
[[Betting]], | [[Betting]], | ||
+ | [[Gameplay Mastery]], | ||
[[Indirect Information]], | [[Indirect Information]], | ||
+ | [[Imperfect Information]] | ||
[[Negotiation]], | [[Negotiation]], | ||
+ | [[Performance Uncertainty]], | ||
+ | [[Player Unpredictability]], | ||
+ | [[Secret Goals]], | ||
[[Social Interaction]], | [[Social Interaction]], | ||
+ | [[Uncertainty of Information]] | ||
+ | |||
+ | [[End State Scoring]] together with [[Imperfect Information]] | ||
+ | |||
+ | [[Sanctioned Cheating]] together with [[PvP]] or [[TvT]] | ||
=== Can Be Modulated By === | === Can Be Modulated By === | ||
Line 79: | Line 79: | ||
=== Potentially Conflicting With === | === Potentially Conflicting With === | ||
− | [[Symmetric Information]] | + | [[Symmetric Information]] |
== History == | == History == |
Revision as of 16:19, 25 January 2019
The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
Players have a possibility to convey false information to other players in order to benefit from the situation. Usually the basic information for Bluffing is something about the current game state, as is the case in Poker. It is possible, however, that Bluffing concerns other game components such as past events and actions, players' goals, and even players' strategies and intentions. One of the simplest games of this kind of Bluffing is an iterated version of Paper-Rock-Scissors, where the players try to outguess the other player's action based on previous plays and social clues.
Contents
Examples
Example: Poker uses Bluffing as one of the basic characteristics of the game. The players do not have direct information about the other players' hands but try to guess the relative values based on the play of previous rounds, social clues, and how the players are playing the current round. Bluffing in Poker thus means that the player is trying to give a false impression to other players about the actual value of his hand.
Example: The classic board game Diplomacy has all the information about positions of the players' armies and fleets available to all players. Bluffing in this game is based on giving the other players false information about the current strategies, goals, and agreements between the players. The game even has a specific diplomacy phase for giving the players the ability to scheme against other players.
Anti-Examples
optional
Using the pattern
Diegetic Aspects
Interface Aspects
Narration Aspects
Consequences
Relations
Battlestar Galactica: The Board Game Trading Emotional Engrossment,
Potentially conflicting with: Luck
Can Instantiate
Risk/Reward, Social Skills, Social Roles, Tension
Can Modulate
Alarms, Bidding, Social Interaction,
Can Be Instantiated By
Asymmetric Information, Beat the Leader, Betrayal, Betting, Gameplay Mastery, Indirect Information, Imperfect Information Negotiation, Performance Uncertainty, Player Unpredictability, Secret Goals, Social Interaction, Uncertainty of Information
End State Scoring together with Imperfect Information
Sanctioned Cheating together with PvP or TvT
Can Be Modulated By
Direct Information, Symmetric Information
Possible Closure Effects
-
Potentially Conflicting With
History
An updated version of the pattern Bluffing that was part of the original collection in the book Patterns in Game Design[1].
References
- ↑ Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.
Acknowledgements
-